我正在使用LazyFoo的SDL2.0教程,使用Code :: Blocks 16.01。我无法使用SDL_LoadBMP()加载图像。
这是我第一次在这里提问。我在Google上找到答案并在此处搜索现有的问题/答案,但无法解决问题。
这是我的代码:
/*This source code copyrighted by Lazy Foo' Productions (2004-2015)
and may not be redistributed without written permission.*/
//Using SDL and standard IO
#include <SDL.h>
#include <stdio.h>
//Screen dimension constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
//Starts up SDL and creates window
bool init();
//Loads media
bool loadMedia();
//Frees media and shuts down SDL
void close();
//The window we'll be rendering to
SDL_Window* gWindow = NULL;
//The surface contained by the window
SDL_Surface* gScreenSurface = NULL;
//The image we will load and show on the screen
SDL_Surface* gHelloWorld = NULL;
bool init()
{
//Initialization flag
bool success = true;
//Initialize SDL
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
printf( "SDL could not initialize! SDL_Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Create window
gWindow = SDL_CreateWindow( "SDL Tutorial - Lesson 02", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
if( gWindow == NULL )
{
printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Get window surface
gScreenSurface = SDL_GetWindowSurface( gWindow );
}
}
return success;
}
bool loadMedia()
{
//Loading success flag
bool success = true;
//Load splash image
gHelloWorld = SDL_LoadBMP( "/02_getting_an_image_on_the_screen/hello_world.bmp" );
if( gHelloWorld == NULL )
{
printf( "Unable to load image %s! SDL Error: %s\n", "02_getting_an_image_on_the_screen/hello_world.bmp", SDL_GetError() );
success = false;
}
return success;
}
void close()
{
//Deallocate surface
SDL_FreeSurface( gHelloWorld );
gHelloWorld = NULL;
//Destroy window
SDL_DestroyWindow( gWindow );
gWindow = NULL;
//Quit SDL subsystems
SDL_Quit();
}
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
//Apply the image
SDL_BlitSurface( gHelloWorld, NULL, gScreenSurface, NULL );
//Update the surface
SDL_UpdateWindowSurface( gWindow );
//Wait two seconds
SDL_Delay( 2000 );
}
}
//Free resources and close SDL
close();
return 0;
}
当我指定整个路径时,此代码工作正常。但有没有更简单的方法来做到这一点,而不是总是指定整个路径?
我放置图像的位置,以及如何指定它的路径?
我将非常感谢您提供的任何帮助。
答案 0 :(得分:0)
删除/02_getting_an_image_on_the_screen/
中的hello_world.bmp
。
如果您在IDE之外,则必须将文件放在项目文件夹/与可执行文件相同的目录中。
答案 1 :(得分:0)
我将/02_getting_an_image_on_the_screen/hello_world.bmp
替换为../02_getting_an_image_on_the_screen/hello_world.bmp
,它也正常。 :)
答案 2 :(得分:0)
我给出答案有点晚了,但这也是我在 LazyFoo 的 SDL 教程之后发生的事情,这是在 google 中出现的第一篇关于该主题的 stackoverflow 帖子,所以这是我的解决方案: 在包含 .bmp 文件的文件夹之前放一个点。 “。”是 .cpp 文件的当前目录:
//Load splash image
gHelloWorld = SDL_LoadBMP("./02_getting_an_image_on_the_screen/hello_world.bmp");